Datasheet
22 chapter 1 ■ Blocking In the Mesh
At this point we have the base geometry for the trunk and legs, but if we look at the
figure in profile, you can see it is essentially a column (Figure 1.40). We will start now to
edit the positions of the vertices in Z to start to suggest the profile of the figure.
1. Add edge loops and move the points only in the Z direction to start shaping the
body (Figure 1.41). By selecting and moving points back, we can create the taper of
the legs. At this stage also note the S curves and alternating rhythms of the body,
which are starting to take shape. To see this process in full, be sure to watch the
accompanying DVD.
2. We will now add a loop in the crotch area. By adding this in the geometry it helps us
define the tricky transition from the legs into the pelvis later on as we sculpt. This
is the simplest approach and allows the most freedom later down the line. Cut two
edges at the pelvis as seen in Figure 1.42. Delete the loops shown in Figure 1.43.
Now draw a connecting edge to allow the faces at the centerline of the body to turn
(Figure 1.44).
3. At this point, even out the edges to continue to define the volumes of the body
(Figure 1.45). The idea is to use the least number of edges possible to define shapes
and volumes. More edges now means fewer subdivisions later in ZBrush.
Figure 1.40 The figure as a column
Figure 1.41 Shaping the body in profile
Figure 1.42 Creating the crotch loops
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